﻿using DC2010.Objects;
using DC2010.Objects.Base;
using DC2010.Objects.Data;

namespace DC2010.Effects
{
    public class I_Swing_Effect : ActionEffectLogic
    {
        public I_Swing_Effect(EffectData ed)
            : base(ed)
        {
            // BASH, HACK, BERZERK, KICK, SWING, CHOP
            ShortName = "SWING";
            LongName = "Swings a weapon.";
            EffectType = EffectType.Instant;
        }

		public override void DoAction(BaseObject aAction, BaseObject aAttacker)
		{
			// Variables should be ready now.
			
			// attackerData = null;
			// victimData = null;

			// attackerInfo = null;
			// victimInfo = null;
			
			// attackerPartyData = null;
			// victimPartyData = null;
			
			// victimTile

			
			PartyData attackerInfo = null;
			PartyData victimInfo = null;			
			//Calculations.AttackWithPhysicalForce(aAction);
		}
    }
}
